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Reports can be vague about affected symbols #1

@bluisblu

Description

@bluisblu

Expected behavior

It would be nice if every specific symbol that contributes to a regressed section in a PR was listed in the report.

Current behavior

Most of the time, symbols (especially functions) are correctly reported. However, I’ve seen some regressions in tssm that only mention sections without specifying which symbols changed. This makes it difficult to tell what exactly regressed especially with the way tssm structures its "wad" files.

Example:

Regressions: 4

⚠️ main/SB/Game/zWad1 - .bss -545 bytes -> 14.81%
⚠️ main/SB/Game/zWad3 - .bss -96 bytes -> 6.56%
⚠️ main/SB/Core/x/xWad3 - .text -316 bytes -> 35.71%
⚠️ main/SB/Core/x/xWad1 - .text -8 bytes -> 0.00%

Progress: 11

📈 main/SB/Game/zWad1 - .text +536 bytes -> 3.80%
📈 main/SB/Game/zTextBox - .text +88 bytes -> 18.14%
📈 main/SB/Game/zWad1 - .text +3 bytes -> 36.08%
📈 main/SB/Core/gc/iWad - .text +604 bytes -> 70.56%
📈 main/SB/Game/zWad1 - .sdata2 +15 bytes -> 6.11%
📈 main/SB/Game/zWad1 - .sbss +54 bytes -> 18.44%
📈 main/SB/Game/zWad3 - .sbss +15 bytes -> 41.60%
📈 main/SB/Game/zWad1 - zCameraReset(xCamera*) +536 bytes -> 99.26%
📈 main/SB/Game/zWad1 - zEnvEventCB(xBase*, xBase*, unsigned int, const float*, xBase*, unsigned int) +4 bytes -> 1.35%
📈 main/SB/Game/zTextBox - ztextbox::deactivate() +24 bytes -> 68.18%
📈 main/SB/Game/zTextBox - ztextbox::activate(bool) +64 bytes -> 84.21%

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